Health indicators are found in almost every game. As Chris pointed out, they come in a variety of shapes and sizes. When it became time to think about them in my game, I wanted to add something that was functional, but also unique or interesting in some way. Read More
Last time I wrote about hiring an artist, I was extremely optimistic and content with my situation. Nearly 6 weeks later, I'm working with different contractors and have learned a ton of hard lessons. Read More
It's amazing how long it can take to make your first level. It seems so simple at first. Just put a castle here, some grass there, and call it a day. But, questions arise. What art style should we go with? Will sprites be light or dark, so that we know what color grass and flooring to use? How wide do walkways need to be? Basically, figuring out your first level is like figuring out your entire game. Because of that, my first level continues to change. I thought it would be neat to take a look at where it started, and where it is now. Read More
Now that I'm working with other people, all sorts of questions come up about my game. How many illustrations where there be? How many actors? Is the script finished? What tone should the game have? Pretty much every single thing you could think to ask about the game needs an answer. Everyone I have spoken to says to start art / sound / music / copy editing / storyboarding early in the process. Don't wait until the last minute, they say. And while most people have my best interests in mind, it is still a ton of work to answer questions in a thoughtful way. Read More
Things are moving quickly now. I've started to line up as many character artists and animators as I can to do some trial runs. Ideally, I'll find one super talented person, or multiple people who have complimentary skill sets. Trials get expensive, but they're worth it to find the right person. More should come in next week.
The past two weeks did not go as planned. What started out as a coding week that would involve balancing unit attributes turned into a full on art blitz. I received a lengthy, somewhat painful, and costly introduction into the world of art. At the same time, I received the invaluable jolt of excitement and motivation that comes from working with other talented people. Read More
Finding an artist has been my biggest fear since this competition started. There are so many things that could go wrong when you have to depend on someone you don't know to contribute a third or more to your project. The style may not be a match, they could leave half way through the project, the budget estimations may be way off -- the list goes on and on. I must say though, I've gained confidence in art contractors in the two weeks I've been speaking with them. I thought I would share some of my notes. Read More
I've ventured into the unknown while working on my game -- I don't know what art costs. This is becoming an issue because I have all sorts of grand ideas for levels, characters and features. It is clear that art, or more directly my budget, will be the deciding factor on the scope of my game. Read More
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Armed with little to no game development experience, the Brothers Campbell are attempting to make video games for a living. We believe the best way for us to learn is to do what comes naturally to brothers — Compete! The challenge is to see who can make the most successful video game on a budget of $25,000 and in one year’s time. The duel begins on April 7th, 2014 and we'll be documenting the journey.
It’s simple. The most profitable game wins. We’ll have 6 months to market the game after the one year development deadline on April 7th, 2015.Learn more about the competition